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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Claude

Pages: 1 ... 13 14 [15] 16 17 18
212
ASL Scripts / Re: Script request: heal tool.
« on: October 16, 2008, 03:02:23 pm »
Animation data isn't accessible at the moment thru
ASL,so that type of script is impossible for now.

213
General Anim8or Forum / Re: Normal maps? :S
« on: October 15, 2008, 12:27:30 am »

214
General Anim8or Forum / Re: A personal question to Steve xD
« on: October 09, 2008, 05:13:53 am »
Punching cards bring back sweet memories.

For me,it was Fortran,Cobol and assembler on a 370 IBM
main frame.

Ho and I remember a PDP11. A red box with 8 switches on the front
panel.You had to load a few instructions manually to boot.

Tough to hide our age talking about that.

215
ASL Scripts / Re: 2 requested scripts
« on: September 21, 2008, 09:39:28 pm »
Try this to move the point and then the merge function:

216
Anim8or v0.98 Discussion Forum / Re: Sculpting
« on: September 20, 2008, 03:54:17 am »
The easy way to render a face is to calculate the lighting
of each pixel according to the orientation of the face given by
its normal.A normal is simply a 3D  vector(unity) giving that
orientation.

To obtain a better result,you can use a different normal for
each pixel.To do that,you use a texture named normalmap.
Each pixel RGB value of the normalmap represent the normal for that pixel.

Here's how you would calculate the x coordinate of the normal from the red value(0-1.0):
x = 2.0 * (redValue - 0.5)

Anim8or actually supports normalmap for bumpmapping.
Heightmaps are used because they make life easier.As soon
as they are loaded, they are converted into normalmap used
for rendering.

Here's an example:

217
General Anim8or Forum / Re: Normal maps
« on: June 28, 2008, 07:51:00 pm »
Anim8or requires an heightmap from the user for bumpmapping,but as soon as
it's loaded,the heightmap is converted in a normalmap used for rendering .

218
General Anim8or Forum / Re: Transparent Objects
« on: June 13, 2008, 04:08:51 pm »
I think he is also referring to Winchester and Colby,respectively analyst
and quality control supervisor.I wonder if they are still involved in the Anim8or
project.

They are more the behind the scene type of guy,explaining why we didn't
have news from them in a long time.

219
General Anim8or Forum / Re: converting to code
« on: June 13, 2008, 01:12:36 am »
You can export a static object as C code.(no animation)

There's a  C export function native to Anim8or. Menu: Object/Export.

Also , a C export script that you could tailor to your needs.See the script
page of the site.

On the Resources page of the site,you'll find a C header file,plus
an example of an OpenGl rendering program.

220
ASL Scripts / Re: How to get full texture filename?
« on: June 10, 2008, 01:09:45 am »
From the script spec:
Texture Type

struct texture {
    string name;       // texture’s name
    int Marked;        // Marked flag, 1 or 0
    const int CubeMap; // 1 if a Cube Map, else 0
    int InvertImage;   // invert image flag, 1 or 0
    string GetFileName(void);
    string GetCubeMapFileName(int face);
    int SetFileName(string name);
    int SetCubeMapFileName(string name, int face);
};

He's probably using the name member.
Try the "string GetFileName(void)" one.You should get the extension
and the directory also if my memory doesn't fail me.

221
General Anim8or Forum / Re: An8 format
« on: May 27, 2008, 03:26:47 pm »
The spec is not up to date.The string is now used.

C:corner S:smooth T:step or threshold
Another point is added if T:step or threshold is used.

If you need the info,I think a cubic interpolation
curve is used.


Claude


222
ASL Scripts / Re: Diamond parametric shape released
« on: May 04, 2008, 08:46:12 pm »
As far as I know,here's how it is:
Anim8or is written in C++.I would guess around 400,000 lines of code.
The win32 API is used for the msg boxes and the menu at the top of the
window.The OpenGl API is used for rendering the viewport(working
view) and the buttons on the left and top.

223
General Anim8or Forum / Re: can't select points on a sphere
« on: May 03, 2008, 03:47:53 am »
You've created a primitive.It can't be modified that way
unless you convert it to a mesh.

Select the sphere.
Menu:Build. Use the Convert to mesh function.

224
General Anim8or Forum / Re: Reference Images
« on: April 29, 2008, 04:57:00 am »
Last year,a user asked if he could use a targa image with an alpha
channel as a reference image.I made a suggestion that seemed
to help.Maybe it could be helpful to you.
http://www.anim8or.com/ubb/Forum1/HTML/015868.html

225
Anim8or v0.98 Discussion Forum / Re: Too many points exporting 3ds
« on: April 28, 2008, 02:45:24 pm »
The 3DS format uses a 2 byte word for the number of vertex,creating
this limitation.

You could split your mesh in 2 using the detach function,but this is
probably unacceptable.

So, have a look at Terranim8or decimation function.(link on the
Resource page of the site) It allows to reduce the number of triangle,
therefore the number of vertex of a mesh with the less possible lost
of quality.Lets hope you don't exceed 65535 too much.

Claude

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